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CW40K Mod Bug Report :
Topic Started: Oct 11 2016, 12:23 PM (890 Views)
ladie from hell
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CW40K Mod Bug Report :


OK People,
You can post here any bugs you may find in the CW40K Mod.

Please Remember to read The PDF README found in the DLC and any posts before yours so that the same bug is not reported 100 times.

;)


LFH
Edited by ladie from hell, Oct 11 2016, 10:12 PM.
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The marine models in the Imperium faction have animation bugs like crazy, they stretch out constantly.

Also, a bug with the Resistance faction Marines (red skorpions) is that they don't get attacked by some enemies, I couldn't get most opfor/blufor (CHAOS/IMPERIUM) enemies to fire at me, makes them a bit useless as you can't use them in custom maps.

Thirdly, the UI is all kinds of fucked. I really wanted to play this multiplayer but can't access the multiplayer UI properly, everything is blank.
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ladie from hell
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SquadBroken
Dec 11 2016, 12:40 PM
The marine models in the Imperium faction have animation bugs like crazy, they stretch out constantly.

Also, a bug with the Resistance faction Marines (red skorpions) is that they don't get attacked by some enemies, I couldn't get most opfor/blufor (CHAOS/IMPERIUM) enemies to fire at me, makes them a bit useless as you can't use them in custom maps.

Thirdly, the UI is all kinds of fucked. I really wanted to play this multiplayer but can't access the multiplayer UI properly, everything is blank.
The Readme pdf file should explain this, but if does not .. please, read below



The WEST Red Scorpion MARINES are for Cutscens Only and not for Game play

The Resistance Red Scorpion Marines are playable, but they do not have a FULL range of Anime,
(If I recall Macser telling me , the NEW Sm's only have 1/8th of the anime they would normally have.)
The Resistance Red Scorpion Marines Armor Level is as a SM armor should be compared to regular body armor.
In the Campaign there is a Mission that has Player as one of the SM's and the Enemy has no Problem shooting at them.
So I do not know what AI units you are using to attack them.
I know that if there are more then 10 Chaos IG fighting against a RES. SM they will try to attach/kill said SM. but their Lasguns will run out of ammo b4 that happens.
The CHAOS SM weapons dammage levels are the same as the Res. SM's and those weapons will KILL a SM meaning that they will attack a Res Sm.


As for the UI, Yes the MP UI was not finished, and I Do not know If MACSER is going to finish it or not.

To Remove the UI you need to Look for two folders named : Bin & Dta Rename them @Bin & @ Dta
Then Look in the Mods addons folder and find Cw40k_UI.pbo cut and Paste it into a Back up folder

(you will no longer see the CW40K UI, all will revert back to default .)


Some time In the NEW Year (2017) I would Love to see your Custom Mission and Play it to see just what Bugs you have been getting.
(If that's OK with you?)

LFH



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ladie from hell
Dec 11 2016, 01:27 PM
SquadBroken
Dec 11 2016, 12:40 PM
The marine models in the Imperium faction have animation bugs like crazy, they stretch out constantly.

Also, a bug with the Resistance faction Marines (red skorpions) is that they don't get attacked by some enemies, I couldn't get most opfor/blufor (CHAOS/IMPERIUM) enemies to fire at me, makes them a bit useless as you can't use them in custom maps.

Thirdly, the UI is all kinds of fucked. I really wanted to play this multiplayer but can't access the multiplayer UI properly, everything is blank.
The Readme pdf file should explain this, but if does not .. please, read below



The WEST Red Scorpion MARINES are for Cutscens Only and not for Game play

The Resistance Red Scorpion Marines are playable, but they do not have a FULL range of Anime,
(If I recall Macser telling me , the NEW Sm's only have 1/8th of the anime they would normally have.)
The Resistance Red Scorpion Marines Armor Level is as a SM armor should be compared to regular body armor.
In the Campaign there is a Mission that has Player as one of the SM's and the Enemy has no Problem shooting at them.
So I do not know what AI units you are using to attack them.
I know that if there are more then 10 Chaos IG fighting against a RES. SM they will try to attach/kill said SM. but their Lasguns will run out of ammo b4 that happens.
The CHAOS SM weapons dammage levels are the same as the Res. SM's and those weapons will KILL a SM meaning that they will attack a Res Sm.


As for the UI, Yes the MP UI was not finished, and I Do not know If MACSER is going to finish it or not.

To Remove the UI you need to Look for two folders named : Bin & Dta Rename them @Bin & @ Dta
Then Look in the Mods addons folder and find Cw40k_UI.pbo cut and Paste it into a Back up folder

(you will no longer see the CW40K UI, all will revert back to default .)


Some time In the NEW Year (2017) I would Love to see your Custom Mission and Play it to see just what Bugs you have been getting.
(If that's OK with you?)

LFH



The resistance marines are playable and are suitably tough but I can't get some AI units to attack, Black Legion vs Red Skorpions works fine but I can't get the guardsmen of either side to open fire, they immediately throw a few grenades but they won't shoot their lasguns.

As an example, in both of these images I made sure the factions were hostile to me before running up, they threw a few grenades that missed me before simply lying there, they wouldn't shoot me.

Posted Image

Posted Image

I'd definitely be up for playing the mission with a few people but I need to get a few of these kinks sorted out before I can start working on making this into an actual, playable mission.


EDIT: Just to clarify by the way, plasma guns, grenade launchers & melta guns work fine but lasguns don't.
Edited by SquadBroken, Dec 11 2016, 02:33 PM.
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ladie from hell
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SquadBroken
Dec 11 2016, 01:59 PM
ladie from hell
Dec 11 2016, 01:27 PM
SquadBroken
Dec 11 2016, 12:40 PM
The marine models in the Imperium faction have animation bugs like crazy, they stretch out constantly.

Also, a bug with the Resistance faction Marines (red skorpions) is that they don't get attacked by some enemies, I couldn't get most opfor/blufor (CHAOS/IMPERIUM) enemies to fire at me, makes them a bit useless as you can't use them in custom maps.

Thirdly, the UI is all kinds of fucked. I really wanted to play this multiplayer but can't access the multiplayer UI properly, everything is blank.
The Readme pdf file should explain this, but if does not .. please, read below



The WEST Red Scorpion MARINES are for Cutscens Only and not for Game play

The Resistance Red Scorpion Marines are playable, but they do not have a FULL range of Anime,
(If I recall Macser telling me , the NEW Sm's only have 1/8th of the anime they would normally have.)
The Resistance Red Scorpion Marines Armor Level is as a SM armor should be compared to regular body armor.
In the Campaign there is a Mission that has Player as one of the SM's and the Enemy has no Problem shooting at them.
So I do not know what AI units you are using to attack them.
I know that if there are more then 10 Chaos IG fighting against a RES. SM they will try to attach/kill said SM. but their Lasguns will run out of ammo b4 that happens.
The CHAOS SM weapons dammage levels are the same as the Res. SM's and those weapons will KILL a SM meaning that they will attack a Res Sm.


As for the UI, Yes the MP UI was not finished, and I Do not know If MACSER is going to finish it or not.

To Remove the UI you need to Look for two folders named : Bin & Dta Rename them @Bin & @ Dta
Then Look in the Mods addons folder and find Cw40k_UI.pbo cut and Paste it into a Back up folder

(you will no longer see the CW40K UI, all will revert back to default .)


Some time In the NEW Year (2017) I would Love to see your Custom Mission and Play it to see just what Bugs you have been getting.
(If that's OK with you?)

LFH



The resistance marines are playable and are suitably tough but I can't get some AI units to attack, Black Legion vs Red Skorpions works fine but I can't get the guardsmen of either side to open fire, they immediately throw a few grenades but they won't shoot their lasguns.

As an example, in both of these images I made sure the factions were hostile to me before running up, they threw a few grenades that missed me before simply lying there, they wouldn't shoot me.

Posted Image

Posted Image

I'd definitely be up for playing the mission with a few people but I need to get a few of these kinks sorted out before I can start working on making this into an actual, playable mission.


EDIT: Just to clarify by the way, plasma guns, grenade launchers & melta guns work fine but lasguns don't.
Quote:
 
EDIT: Just to clarify by the way, plasma guns, grenade launchers & melta guns work fine but lasguns don't.


Just like In real Life, One dose not try to Kill a M1 Tank with a M240 MG, it will never happen, so WHY would a IG with JUST a LASGUN try to Kill a SM? It would not happen,

The Lasgun AP dammage is like .05 and to Dammage the SM you need a AP dammage of at lest 1.00

The Plasma guns, Grenade Launchers & Melta guns do 1.00 Plus AP dammage.


The OLD 3.0 & 3.1 Part of the MOD had the SM's a bit higher Health then reg IG, so you could Kill a 3.0 SM with a Last guns.

With the Better Script for Armor For Man Units, now the SM's Body Armor is More LORE then Fiction.

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ladie from hell
Dec 12 2016, 11:05 PM
ladie from hell
Dec 11 2016, 01:27 PM

Just like In real Life, One dose not try to Kill a M1 Tank with a M240 MG, it will never happen, so WHY would a IG with JUST a LASGUN try to Kill a SM? It would not happen,

The Lasgun AP dammage is like .05 and to Dammage the SM you need a AP dammage of at lest 1.00

The Plasma guns, Grenade Launchers & Melta guns do 1.00 Plus AP dammage.

The OLD 3.0 & 3.1 Part of the MOD had the SM's a bit higher Health then reg IG, so you could Kill a 3.0 SM with a Last guns.

With the Better Script for Armor For Man Units, now the SM's Body Armor is More LORE then Fiction.


Don't get me wrong, I like the idea of Space Marine armour being near impenetrable to lasgun fire but at the very least these guys need to be shooting at the Marines, having the enemies simply sit there and let me gun them down is.. iffy, it makes making plausible missions impossible as the guardsmen don't even attempt to hold their own, they throw a few grenades before accepting their death. Is there anything that can be done to force them to fire, even if it does practically no damage?

If we're talking in lore terms though, these are the Death Korps of Krieg, these guys will march into a titan's fire if it means an attempt at victory, so they definitely should be firing their lasguns, even if it deals 0 damage which it evidently doesn't, as players can still kill marines.

That being said though, if I'm actually playing as the guardsmen, the Marines go down fairly quick. They take like 20 shots, sure, but they're not invincible to lasgun fire. Alternatively, is there a way to make them surrender when a Marine enters proximity with them? Something like that might make more sense than them simply lying there.

I mean, as an example. If you're also using OFPWH40K alongside CW40K, the Guardsmen won't fire at some Orks as they have higher 'AP' value than their weapons, it seems. I made a firing line of guardsmen that refuse to fire at the majority of Orks unless they have heavy weapons.

EDIT: Even with default guardsmen, I had a Death Korps of Krieg firing line that would not fire at the enemy, they didn't engage the Marines with anything but grenades when they got close enough and completely ignored the enemy militiamen.

Posted Image

They wouldn't even open fire at closer ranges so I'm not too sure how the AP script is working, but I can't get the units to fight properly in the editor.
Edited by SquadBroken, Dec 13 2016, 07:25 AM.
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ladie from hell
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SquadBroken
Dec 13 2016, 06:26 AM
ladie from hell
Dec 12 2016, 11:05 PM
ladie from hell
Dec 11 2016, 01:27 PM

Just like In real Life, One dose not try to Kill a M1 Tank with a M240 MG, it will never happen, so WHY would a IG with JUST a LASGUN try to Kill a SM? It would not happen,

The Lasgun AP dammage is like .05 and to Dammage the SM you need a AP dammage of at lest 1.00

The Plasma guns, Grenade Launchers & Melta guns do 1.00 Plus AP dammage.

The OLD 3.0 & 3.1 Part of the MOD had the SM's a bit higher Health then reg IG, so you could Kill a 3.0 SM with a Last guns.

With the Better Script for Armor For Man Units, now the SM's Body Armor is More LORE then Fiction.


Don't get me wrong, I like the idea of Space Marine armour being near impenetrable to lasgun fire but at the very least these guys need to be shooting at the Marines, having the enemies simply sit there and let me gun them down is.. iffy, it makes making plausible missions impossible as the guardsmen don't even attempt to hold their own, they throw a few grenades before accepting their death. Is there anything that can be done to force them to fire, even if it does practically no damage?

If we're talking in lore terms though, these are the Death Korps of Krieg, these guys will march into a titan's fire if it means an attempt at victory, so they definitely should be firing their lasguns, even if it deals 0 damage which it evidently doesn't, as players can still kill marines.

That being said though, if I'm actually playing as the guardsmen, the Marines go down fairly quick. They take like 20 shots, sure, but they're not invincible to lasgun fire. Alternatively, is there a way to make them surrender when a Marine enters proximity with them? Something like that might make more sense than them simply lying there.

I mean, as an example. If you're also using OFPWH40K alongside CW40K, the Guardsmen won't fire at some Orks as they have higher 'AP' value than their weapons, it seems. I made a firing line of guardsmen that refuse to fire at the majority of Orks unless they have heavy weapons.

EDIT: Even with default guardsmen, I had a Death Korps of Krieg firing line that would not fire at the enemy, they didn't engage the Marines with anything but grenades when they got close enough and completely ignored the enemy militiamen.

Posted Image

They wouldn't even open fire at closer ranges so I'm not too sure how the AP script is working, but I can't get the units to fight properly in the editor.
Yes, The way the AP dammage works in CWA is much different then in A2 and Or A3, In fact there really is none to speak of that I know of in CWA (but I could be wrong - It Has happen many times now).

But Lets look at it this way.
The Dammage ability of the Standard Lasgun will NEVER Penetrate a SM body Armor, Just like a .50 cal bullet will NEVER Penetrate a Hull of a Main Battle tank.
In the 40K Lore, when and If Imperial Guard have to Battle Spacemarines, the Imperial Guard use such weapons that are made to Kill Armored Vehicles, Yes they would Still carry their Standard Lasguns, but they would be packing Krack Grenades, Melta-bombs, Las-cannons, Auto-Cannons, Heavy Bolters, etc ..

The way the OFPWH40K mod was done was to get the units in game and working to the point of Playing the mod.
The Spacemarines in 3.0 and even 3.1 were never set up as TRUE Spacemarines, from Running to Health to power armor Values.
The OLD 3.0 - 3.1 Spacemarine would get killed by 10 to 15 hits from a lasgun, and that was NEVER Lore to the 40K world and many people got to cozy with that.

When I started to Do the CW40K, I stated that I was going to make this as true to LORE as I could.
The CW40K Mod still is not 100% there, as the CWA Game engine can only do so much, Even A2 & A3 are very Limited.

So the Current CW40K IG will not shoot at a SM with their Lasguns/rifles cause the weapon does not have the Dammage ability to do so, but the Krack grenades, melta bombs, and such can hurt the Spacemarine so this is what they Use.

Quote:
 
If we're talking in lore terms though, these are the Death Korps of Krieg, these guys will march into a titan's fire if it means an attempt at victory, so they definitely should be firing their lasguns, even if it deals 0 damage which it evidently doesn't, as players can still kill marines.


True, many LORE of IG units, battalions etc have been told in Novels, Rules etc of Hundreds of Guards shooting at a Titan, or Baneblade, but what happens to them is they DIE.
In CWA to A3, the AI is Hard coded NOT TO SHOOT at something they can Not Kill with their current weapon and if the AI see it as "OH SHIT! if we stick around we will all DIE, RUN AWAY!!!!!!!!!!!!". This Can not be helped, unless we has access to the CORE Game engine Files to change.

To make your Missions Believe able with the CW40K Content, you will need to step back from OFPWH40K game play and rethink your story line. In this I mean , if you see a tank coming up over the hill and all you got is a AK-47, what do you do?

Put into your missions equipment to help the Guards fight SM's, Demons, Titans, etc.. Such as Auto cannons, Heavy bolters, Las cannons.

Quote:
 
I mean, as an example. If you're also using OFPWH40K alongside CW40K, the Guardsmen won't fire at some Orks as they have higher 'AP' value than their weapons, it seems. I made a firing line of guardsmen that refuse to fire at the majority of Orks unless they have heavy weapons.


?? your saying the CW40K Guard units would not shoot at the ORKS?

Quote:
 
Even with default guardsmen, I had a Death Korps of Krieg firing line that would not fire at the enemy, they didn't engage the Marines with anything but grenades when they got close enough and completely ignored the enemy militiamen.


Default Guard did not shoot at the CW40K SM? or ?

Quote:
 
They wouldn't even open fire at closer ranges so I'm not too sure how the AP script is working, but I can't get the units to fight properly in the editor.


yes the "AP Script" is working if a IG with Just a Lasgun is Not attacking a SM.
The Lasgun will not hurt a SM, 20 IG shooting at the SM is not going to HURT him, the SM would Mop the Floor with that IG unit.


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Power armour is resilient but not immune to las-fire, especially not concentrated volleys which leads me to wonder why they are made to deal literally zero damage in terms of the AI, as players are able to deal damage. I tested with both a Grenadier & Guardsmen and both were able to kill me in about 10 – 15 seconds of continuous fire yet the AI doesn’t bother?
Posted Image
Posted Image

The issue becomes however when half the units I place are useless and don’t react interestingly, instead of taking cover, firing back or surrendering, they simply lie there and throw one grenade before sitting, seemingly content with their death. I get you’re trying to go for lore accuracy but this is a huge issue, it makes the units unusable.
Even against Orks, they do not fire. They throw the grenades and then sit/lie there, motionless, as the AI driving these units I guess doesn’t see the weapons as dealing significant enough damage to justify using them.
I’d say make lasguns deal some damage, even if it is literally 0.01 per shot, but enough that the AI will actually use them because otherwise these are useless units, I can’t use them in missions, even with fire support backing them up because all they do is lie there and act as ‘path blockers’, they’re not an enemy or a threat, they just go prone, throw one grenade and go idle again.

That being said, special weapons do work however I can’t make a mission with just special weapons, when I think 40k with Marines against Guardsmen or Guardsmen against Orks, the vast majority should be unleashing las-volleys while the few specialist weapons deal devastating damage in their specific speciality, not an army of specialists.


Posted Image
Posted Image

I love the mod but this is definitely a hiccup for me, I can’t make proper missions featuring the Guardsmen as they simply don’t attack.




EDIT: I mean, look at it this way. In theory I could make a mission with tanks and heavy weapons to support the guardsmen but once those are taken out, what do the Guardsmen do? they'll throw one grenade if they don't have a specialist weapon before going prone and lying there. They just turn into free kills and, subsequently, useless units. I don't want them to pose a challenge per-say, just that they fire at the Marines in order to give the effect of a fight, otherwise they're a bit pointless. So I'd recommend that for the next update, try and beef up the AP value on lasguns but in a way that doesn't allow it to outright gun down marines.
Edited by SquadBroken, Dec 15 2016, 09:20 AM.
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ladie from hell
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Quote:
 
Power armour is resilient but not immune to las-fire, especially not concentrated volleys which leads me to wonder why they are made to deal literally zero damage in terms of the AI, as players are able to deal damage. I tested with both a Grenadier & Guardsmen and both were able to kill me in about 10 – 15 seconds of continuous fire yet the AI doesn’t bother?

The issue becomes however when half the units I place are useless and don’t react interestingly, instead of taking cover, firing back or surrendering, they simply lie there and throw one grenade before sitting, seemingly content with their death. I get you’re trying to go for lore accuracy but this is a huge issue, it makes the units unusable.

Even against Orks, they do not fire. They throw the grenades and then sit/lie there, motionless, as the AI driving these units I guess doesn’t see the weapons as dealing significant enough damage to justify using them.
I’d say make lasguns deal some damage, even if it is literally 0.01 per shot, but enough that the AI will actually use them because otherwise these are useless units, I can’t use them in missions, even with fire support backing them up because all they do is lie there and act as ‘path blockers’, they’re not an enemy or a threat, they just go prone, throw one grenade and go idle again.

That being said, special weapons do work however I can’t make a mission with just special weapons, when I think 40k with Marines against Guardsmen or Guardsmen against Orks, the vast majority should be unleashing las-volleys while the few specialist weapons deal devastating damage in their specific speciality, not an army of specialists.



I will talk to the "Machine Spirit" And see what Can be done, Maybe a "FORCED SCRIPT" to make IG units Attack Spacemarines even if they can not hurt them.




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ladie from hell
Dec 15 2016, 02:17 PM

I will talk to the "Machine Spirit" And see what Can be done, Maybe a "FORCED SCRIPT" to make IG units Attack Spacemarines even if they can not hurt them.
Sounds good, I look forward to what you and the lads behind this & the arma 2/arma 3 40k mod come up with, I've been following it for years and am definitely looking forward to this future development & others.
Edited by SquadBroken, Dec 15 2016, 08:33 PM.
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